Remove most static wram addresses. Use labels instead.

For unknown addresses, use "w<address>".

Label overleads are still an issue.
This commit is contained in:
yenatch 2014-05-26 14:04:56 -07:00
parent 52ba96f5f4
commit 40c17c906b
290 changed files with 8262 additions and 7759 deletions

View file

@ -8,22 +8,22 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
ld [wSpriteStateData2], a
jr .asm_4e4a
.asm_4e41
FuncCoord 8, 9 ; $c45c
FuncCoord 8, 9
ld a, [Coord]
ld [$ff93], a
cp $60
jr c, .asm_4e50
.asm_4e4a
ld a, $ff
ld [$c102], a
ld [wSpriteStateData1 + 2], a
ret
.asm_4e50
call Func_4c70
ld h, $c1
ld a, [wWalkCounter] ; $cfc5
ld a, [wWalkCounter] ; wcfc5
and a
jr nz, .asm_4e90
ld a, [$d528]
ld a, [wd528]
bit 2, a
jr z, .asm_4e65
xor a
@ -45,16 +45,16 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
jr .asm_4e86
.asm_4e7d
xor a
ld [$c107], a
ld [$c108], a
ld [wSpriteStateData1 + 7], a
ld [wSpriteStateData1 + 8], a
jr .asm_4eab
.asm_4e86
ld [$c109], a
ld a, [$cfc4]
ld [wSpriteStateData1 + 9], a
ld a, [wcfc4]
bit 0, a
jr nz, .asm_4e7d
.asm_4e90
ld a, [$d736]
ld a, [wd736]
bit 7, a
jr nz, .asm_4eb6
ld a, [H_CURRENTSPRITEOFFSET]
@ -73,11 +73,11 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
and $3
ld [hl], a
.asm_4eab
ld a, [$c108]
ld a, [wSpriteStateData1 + 8]
ld b, a
ld a, [$c109]
ld a, [wSpriteStateData1 + 9]
add b
ld [$c102], a
ld [wSpriteStateData1 + 2], a
.asm_4eb6
ld a, [$ff93]
ld c, a
@ -87,7 +87,7 @@ UpdatePlayerSprite: ; 4e31 (1:4e31)
jr nz, .asm_4ec3
ld a, $80
.asm_4ec3
ld [$c207], a
ld [wSpriteStateData2 + $07], a
ret
Func_4ec7: ; 4ec7 (1:4ec7)
@ -106,7 +106,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
swap a
dec a
add a
ld hl, W_MAPSPRITEDATA ; $d4e4
ld hl, W_MAPSPRITEDATA ; wd4e4
add l
ld l, a
ld a, [hl] ; read movement byte 2
@ -128,7 +128,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
bit 7, a
jp nz, InitializeSpriteFacingDirection ; c1x1 >= $80
ld b, a
ld a, [$cfc4]
ld a, [wcfc4]
bit 0, a
jp nz, notYetMoving
ld a, b
@ -136,7 +136,7 @@ Func_4ed1: ; 4ed1 (1:4ed1)
jp z, UpdateSpriteMovementDelay ; c1x1 == 2
cp $3
jp z, UpdateSpriteInWalkingAnimation ; c1x1 == 3
ld a, [wWalkCounter] ; $cfc5
ld a, [wWalkCounter] ; wcfc5
and a
ret nz ; don't do anything yet if player is currently moving (redundant, already tested in CheckSpriteAvailability)
call InitializeSpriteScreenPosition
@ -153,28 +153,28 @@ Func_4ed1: ; 4ed1 (1:4ed1)
ld [hl], a ; (temporarily) increment movement byte 1
dec a
push hl
ld hl, $cf0f
dec [hl] ; decrement $cf0f
ld hl, wcf0f
dec [hl] ; decrement wcf0f
pop hl
ld de, $cc5b
call LoadDEPlusA ; a = [$cc5b + movement byte 1]
ld de, wcc5b
call LoadDEPlusA ; a = [wcc5b + movement byte 1]
cp $e0
jp z, ChangeFacingDirection
cp $ff
jr nz, .asm_4f4b
ld [hl], a ; reset movement byte 1 to initial value
ld hl, $d730
ld hl, wd730
res 0, [hl]
xor a
ld [$cd38], a
ld [$cd3a], a
ld [wcd38], a
ld [wcd3a], a
ret
.asm_4f4b
cp $fe
jr nz, .asm_4f5f
ld [hl], $1 ; set movement byte 1 to $1
ld de, $cc5b
call LoadDEPlusA ; a = [$cc5b + $fe] (?)
ld de, wcc5b
call LoadDEPlusA ; a = [wcc5b + $fe] (?)
jr .asm_4f5f
.asm_4f59
call getTileSpriteStandsOn
@ -391,11 +391,11 @@ notYetMoving: ; 5073 (1:5073)
jp UpdateSpriteImage
InitializeSpriteFacingDirection: ; 507f (1:507f)
ld a, [$d72d]
ld a, [wd72d]
bit 5, a
jr nz, notYetMoving
res 7, [hl]
ld a, [$d52a]
ld a, [wd52a]
bit 3, a
jr z, .notFacingDown
ld c, $0 ; make sprite face down
@ -438,7 +438,7 @@ InitializeSpriteScreenPosition: ; 50bd (1:50bd)
ld a, [H_CURRENTSPRITEOFFSET]
add $4
ld l, a
ld a, [W_YCOORD] ; $d361
ld a, [W_YCOORD] ; wd361
ld b, a
ld a, [hl] ; c2x4 (Y position + 4)
sub b ; relative to player position
@ -447,7 +447,7 @@ InitializeSpriteScreenPosition: ; 50bd (1:50bd)
dec h
ld [hli], a ; c1x4 (screen Y position)
inc h
ld a, [W_XCOORD] ; $d362
ld a, [W_XCOORD] ; wd362
ld b, a
ld a, [hli] ; c2x6 (X position + 4)
sub b ; relative to player position
@ -474,7 +474,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
add $4
ld l, a
ld b, [hl] ; c2x4: Y pos (+4)
ld a, [W_YCOORD] ; $d361
ld a, [W_YCOORD] ; wd361
cp b
jr z, .skipYVisibilityTest
jr nc, .spriteInvisible ; above screen region
@ -484,7 +484,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
.skipYVisibilityTest
inc l
ld b, [hl] ; c2x5: X pos (+4)
ld a, [W_XCOORD] ; $d362
ld a, [W_XCOORD] ; wd362
cp b
jr z, .skipXVisibilityTest
jr nc, .spriteInvisible ; left of screen region
@ -518,7 +518,7 @@ CheckSpriteAvailability: ; 50dc (1:50dc)
jr .done
.spriteVisible
ld c, a
ld a, [wWalkCounter] ; $cfc5
ld a, [wWalkCounter] ; wcfc5
and a
jr nz, .done ; if player is currently walking, we're done
call UpdateSpriteImage
@ -711,15 +711,15 @@ LoadDEPlusA: ; 522f (1:522f)
ret
Func_5236: ; 5236 (1:5236)
ld a, [$d730]
ld a, [wd730]
bit 7, a
ret z
ld hl, $d72e
ld hl, wd72e
bit 7, [hl]
set 7, [hl]
jp z, Func_52a6
ld hl, $cc97
ld a, [$cd37]
ld hl, wcc97
ld a, [wcd37]
add l
ld l, a
jr nc, .asm_5251
@ -767,20 +767,20 @@ Func_5236: ; 5236 (1:5236)
ld a, c
ld [hl], a
call Func_52c3
ld hl, $cf18
ld hl, wcf18
dec [hl]
ret nz
ld a, $8
ld [$cf18], a
ld hl, $cd37
ld [wcf18], a
ld hl, wcd37
inc [hl]
ret
Func_52a6: ; 52a6 (1:52a6)
xor a
ld [$cd37], a
ld [wcd37], a
ld a, $8
ld [$cf18], a
ld [wcf18], a
jp Func_52c3
Func_52b2: ; 52b2 (1:52b2)